comments for Pixelgrab
sort: go backEh, I get it, but it's too annoying having to start all over again every single time. Even with the poxel boosts, it doesn't really feel worth the effort. Especially on a new stage.
developer response: Later on the game opens up some, and there are persistent upgrades. But I get it :)
let me grab your pixels
I would be cool if Stages could give a bonus to all (or all previous) Stages
i understand
am i the only one who mixes up 0 and 8 because of the font all the time? lol
developer response: They really do look similar. I'll add it the list of fixes for the 1.6.4 update :)
i hate the resets after unlocking each new stage so much. it's so.. it's just very... it just wasn't a good design decision. it absolutely KILLS the player's momentum in a way that isn't fun at all.
developer response: I get where you're coming from. Pixelgrab is, in a way, the first 'proper' game I made, so I too have my thoughts on that.
If it helps, later on the resets don't hurt nearly as much, as you have plenty of ways to mitigate them :)
Thank you for playing!
what is the point of all the story labyrinth thing ? does it give a boost or something ?
I got stuck on the clock and had to refresh
When are you allowed to enter the clock?
Hi there! Something about the recent update means there's terrible lag, up to a minute or so between click and action. It's fun, because I can watch the whole board disappear at once, but less great because it makes upgrading anything a bit of a nightmare and, really, the whole thing's a bit unplayable currently. Firefox 144.0, Win10 (no, I won't change). Any other details I can give you, just shout.
I think it's brilliant when game creators continue work on older projects. Old is not dead. <3
developer response: Thank you so much <3 I try to do what I can. Though I must say that Pixelgrab could be running much faster if I were to redo it. But that is bit of a too big time comittment for me right now.
Good thing ls I have some ideas what might be causing the lag. Sadly Firefox in general tends to struggle with construct :(
Please add a way to quit out from the or make it significantly smaller as it ended up just being a waste of time for me as I could not find it despite spending 20-30 minutes and I wanted to get back to playing the incremental portion of the game.
developer response: Yeah, looking bach that was certainly ~a choice~
It will be taken care of in 1.7 :)
Edit: Reloading the page should bring you back to the game.
Don't know how to get more workers, but I'm glad this game is on galaxy now.
developer response: <3
ah yes, i love it when i get like x5000 multiclick and complete 4 levels of stage C in 1 click
developer response: Stage C is just very shy. Multiclicks quickly overwhelm it, and so it shuts down π
Very good game, i've been playing for a bit now but there is a really big problem that i have that makes the skillmine really annoying, sometimes when the workers finish a block they just disappear forever, please fix this if you can!
developer response: Thank you so much! :)
I will check this bug out. The update should be out sooner than later.
Going to echo what several people have said: you should reconsider somewhat the design of the resets. As it is, I see your responses in the comments that there is something afterwards, but if I didn't specifically come check the comments I would have no idea. It just felt like "hey, there's all these bonuses I can unlock with Poxels, and all but 1 of them are completely unnecessary ever since they have no long-term use", which makes it feel like bad design. I'm not saying that is IS bad design... but having some indication that the game is going to open up is important because as it is the beginning just feels like it's designed poorly, which is probably why you take a hit to the ratings. As it is, the beginning appears to be balanced such that one reset is enough to complete any stage, but that means that by the time I've dropped 10 minutes on the game, I see nothing that indicates it opening or that the last 2 stages aren't more of the same.
Your comments that it opens up are going to make me come back and try the rest, and I look forward to seeing the rest now that I know it's there. The game definitely has potential! But an awkward start is going to turn a lot of people off from the point at which they would see that potential realized.
developer response: Thank you far your comment! Yes, I plan on changing the way the unlocks are displayed - so that future players know that there is quite some content there. Back then I didn't do it that way, because I (still) like the idea of a game not telling you that there is more, and then unfolding more than you expected. But it is kinda self defeating, since many don't get to that point, due to what you wrote.
About the resets: I get that it feels harsh, but I don't see a way to do that in the early/mid game without it feeling forced. But it is something that I have thought a lot about :)
It seems I canβt click click on mobile :(
developer response: It's only playable on a pc with keyboard and mouse. Maybe I'll do a mobile version someday tho
Stage D gets significantly easier if you leave it just before you clear a layer and let the auto hitters do their work
developer response: Stage D really gets the title for most work with no more payoff than the other 4. It shouldn't be doing that π
I hope I'll get around to fixing that and doing some of the other things that people were saying here. Thank you :)
Poxel autobuyer doesn't seem to work for stage C.
developer response: Will be sorted out in 1.7 πͺπ»
i don't understand



















This game would be more fun if you kept upgrades upon completing a stage and/or got Poxels for completing a stage. There almost seems like no reason to play after completing stages once.
developer response: There is a feature that grants boni that stay, the game just has a bit of a slow start. But I understand well what you mean ^^